
Problems found:
X	- some coral blocks are dead
X	- Skyblock advancements can be fulfilled in the tutorial.
	- Vanilla root advancements seem to be missing upon starting.
X	- Mobs falling off islands
X		- bees, bats, and parrots fly off the edge of islands and can't fly back up.
X			- possible solution: when they drop below Y:1, teleport them to high-Y, or at least Y:~32 so they don't get stuck out of reach of Lead Ropes. Or back to their respawn marker.
X				^ fixed for bees by teleporting them to above their hive. Bats spawn on their own. Parrots respawn.
X		- small sheep island has too little grass for them to eat.
X		- no cows (did they fall off the edge?)
X		- rabbits fell off the edge.
X		- no wolves? Did I forget to add them?
X		- possible solution: check if at least 2 of the desired animals exist. If not, spawn 1 on their original island and start a cooldown timer. No more spawning of that type until the timer runs out.
X			- Be sure to explicitly mark them as persistent.
X	- debug print in Make Lapis Producer function.
X	- Builder at Y:0 disappears upon creation. Test with producers and breakers, too.
X		^ because I put a temporary block at y:0 when machines are initialized. Fixed so it's always block (0,0,0) instead of the block at Y:0 below the machine.
X	- Builders with materials but which have reached their limit should have some sort of indicator. Sound + particles.
X	- Wood Producers always return oak, instead of their current wood type or the type they were made with.
o	- Breakers should stop breaking when player is in another dimension. Otherwise materials fail to fall in hoppers correctly while away.
X	- Raytracing to find the clicked Dropper runs into non-solid blocks. Just trace to the limit until hitting a Dropper.
X		- Not needed if using custom crafting recipes
o	- No Guardians / Elder Guardians.
X	- Waterfall above ocean results in fish swimming up it, falling, and dying. Endless stream of low-effort food. Consider removing waterfall, or making it shorter.
X	  (It's ok if players make their own fish trap this way).
X	- No fish mobs besides Cod spawn. Find out why.
X		^ Salmon spawn in rivers + cold oceans. Tropical fish spawn, and Pufferfish spawn rarely, in warm/lukewarm oceans. 
na	- Tutorial > Builder missing compass
X	- Jungle island respawn marker is up in the air.
X	- Animal + villager respawners need to only check/work when the player is nearby. Otherwise you end up with an endless stream of animals/villagers while the player is away.
X		^ execute as the respawn marker; if the marker isn't loaded, it won't make mobs due to the mobs not being loaded.
X	- Builders' building edges are ragged. Reduce this effect by starting with a short range, then increasing it whenever it fails to place a block, up to an upper range limit.
X	- Builders drop falling blocks onto blocks that turn them to items.
X		^ fix by checking if the block below is build_safe. If not, just don't try to build there. Include it in the raycast function; keep going past invalid targets as if they were already filled.

Goals:
X	- Add graphic pack, custom graphics for each type of Producer, Breaker, Builder, etc.
o	- Diamond Breaker - greater durability, can break Obsidian.
X	- Some form of automated fishing. Nautilus Shells used to make.
X		^ need to include something so players know they eat sticks.
		^ need to add particle effects to go along with cast and retrieve sounds.
o	- Combine multiple xp orbs? Store as objects somehow?
o		! for each xp orb, tag itself, check for untagged xp orbs nearby, un-tag itself.
o		! use scoreboard to add xp values together
o		! kill other xp orb, reset despawn on self
o	- Get a dropper to just be a dropper: put a single feather to convert it to "Ordinary Dopper", it'll no longer try to turn into any type of producer/converter/etc.
o		- Not needed if using custom graphics and crafting recipes
X	- sponges as rare treasure
X	- Find some way to reset the chunks' difficulty as if no time had been spent in them. <- NBTExplorer can do this per chunk.
X	- Switch unfueled Wood Producers to producing leaves, and much more frequently. Leaves will produce saplings, but also sticks and (for oak/darkoak) apples.
X	- Add a "settings" room to Tutorial area or separately. Settings should include:
X		- Do weather cycle? Default false
X		- Do fire tick? Default true
o		- Immediate respawn? Default false
X		- Mob Greifing? Default true
X		- Keep Inventory? Default true, strongly recommended to keep true.
X	- Add custom sounds to resource pack, particularly for producing a block and for malfunctioning/broken/unfueled machines. Using vanilla sound events produces misleading subtitles.
X	- Remove or disable /trigger tutorial
X	- Add creator(s) of Skyblock Advance to credits
X	- Add Ashley to credits: 1bluerose8
X	- Rework the Villager island.
X		- Artifial structure is built around a tall, vertical island. Layout is 3D rather than flat. The island itself should be easily visible behind the structures.
o		- Add a couple smaller islands near the main one which the village extends to.
o		- Balloon airship should be moored to the island instead of unattached and unattended.
X	- Add story
prt		- Journals and notes giving tidbits and hints.
prt		- Wrecked airship debris on starter island and a couple nearby islands.
X			- Some of it is burning at the start.
X			- Be careful about what materials the player can gather from the wreckage.
X		- Start at night in thunderstorm, which calms to rain, then to clear skys around dawn. (Turn difficulty to "peaceful" or turn off mob spawning until an hour after the first dawn.)
X		- Tutorial is "home" before events of the main game. Go over machines and other map-specific stuff.
X	- Debris loot: use "player heads" to represent parts of the broken airship and other goodies. Breaking them rewards the player with a useful loot item. (Remove the player head, spawn an item in its place.)
X	- Add unique sound effect for creating a machine. Either unique per machine or category of machine, or one for all machines. Maybe also a sound for removing a machine.
	